Files
servo/components/script/dom/gamepad/gamepadbuttonlist.rs
Simon Wülker c4ae451612 Turn all commented links before functions into doccomments (#40331)
Servo has a lot of comments like this:
```rust
// https://example-spec.com/#do-the-thing
fn do_the_thing() {}
```
and I keep turning these into doc comments whenever I'm working close to
one of them. Doing so allows me to hover over a function call in an IDE
and open its specification without having to jump to the function
definition first. This change fixes all of these comments at once.

This was done using `find components -name '*.rs' -exec perl -i -0777
-pe 's|^([ \t]*)// (https?://.*)\n\1(fn )|\1/// <$2>\n\1$3|mg' {} +`.

Note that these comments should be doc comments even within trait `impl`
blocks, because rustdoc will use them as fallback documentation when the
method definition on the trait does not have documentation.

Testing: Comments only, no testing required
Preparation for https://github.com/servo/servo/pull/39552

---------

Signed-off-by: Simon Wülker <simon.wuelker@arcor.de>
2025-11-01 05:32:45 +00:00

89 lines
3.9 KiB
Rust

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
use dom_struct::dom_struct;
use crate::dom::bindings::codegen::Bindings::GamepadButtonListBinding::GamepadButtonListMethods;
use crate::dom::bindings::reflector::{Reflector, reflect_dom_object};
use crate::dom::bindings::root::{Dom, DomRoot, DomSlice};
use crate::dom::gamepad::gamepadbutton::GamepadButton;
use crate::dom::window::Window;
use crate::script_runtime::CanGc;
// https://w3c.github.io/gamepad/#gamepadbutton-interface
#[dom_struct]
pub(crate) struct GamepadButtonList {
reflector_: Reflector,
list: Vec<Dom<GamepadButton>>,
}
impl GamepadButtonList {
#[cfg_attr(crown, allow(crown::unrooted_must_root))]
fn new_inherited(list: &[&GamepadButton]) -> GamepadButtonList {
GamepadButtonList {
reflector_: Reflector::new(),
list: list.iter().map(|button| Dom::from_ref(*button)).collect(),
}
}
pub(crate) fn new(
window: &Window,
list: &[&GamepadButton],
can_gc: CanGc,
) -> DomRoot<GamepadButtonList> {
reflect_dom_object(
Box::new(GamepadButtonList::new_inherited(list)),
window,
can_gc,
)
}
}
impl GamepadButtonListMethods<crate::DomTypeHolder> for GamepadButtonList {
/// <https://w3c.github.io/gamepad/#dom-gamepad-buttons>
fn Length(&self) -> u32 {
self.list.len() as u32
}
/// <https://w3c.github.io/gamepad/#dom-gamepad-buttons>
fn Item(&self, index: u32) -> Option<DomRoot<GamepadButton>> {
self.list
.get(index as usize)
.map(|button| DomRoot::from_ref(&**button))
}
/// <https://w3c.github.io/gamepad/#dom-gamepad-buttons>
fn IndexedGetter(&self, index: u32) -> Option<DomRoot<GamepadButton>> {
self.Item(index)
}
}
impl GamepadButtonList {
/// Initialize the number of buttons in the "standard" gamepad mapping.
/// <https://www.w3.org/TR/gamepad/#dfn-initializing-buttons>
pub(crate) fn init_buttons(window: &Window, can_gc: CanGc) -> DomRoot<GamepadButtonList> {
let standard_buttons = &[
GamepadButton::new(window, false, false, can_gc), // Bottom button in right cluster
GamepadButton::new(window, false, false, can_gc), // Right button in right cluster
GamepadButton::new(window, false, false, can_gc), // Left button in right cluster
GamepadButton::new(window, false, false, can_gc), // Top button in right cluster
GamepadButton::new(window, false, false, can_gc), // Top left front button
GamepadButton::new(window, false, false, can_gc), // Top right front button
GamepadButton::new(window, false, false, can_gc), // Bottom left front button
GamepadButton::new(window, false, false, can_gc), // Bottom right front button
GamepadButton::new(window, false, false, can_gc), // Left button in center cluster
GamepadButton::new(window, false, false, can_gc), // Right button in center cluster
GamepadButton::new(window, false, false, can_gc), // Left stick pressed button
GamepadButton::new(window, false, false, can_gc), // Right stick pressed button
GamepadButton::new(window, false, false, can_gc), // Top button in left cluster
GamepadButton::new(window, false, false, can_gc), // Bottom button in left cluster
GamepadButton::new(window, false, false, can_gc), // Left button in left cluster
GamepadButton::new(window, false, false, can_gc), // Right button in left cluster
GamepadButton::new(window, false, false, can_gc), // Center button in center cluster
];
rooted_vec!(let buttons <- standard_buttons.iter().map(DomRoot::as_traced));
Self::new(window, buttons.r(), can_gc)
}
}